How can I control bone roll animation amidst an IK?
How did I end up solving this, in case anyone else wants to do something similar:

Four bone chains. 

The first one is the IK, and it pretty much follows the rotation of the entire chain pole angle, but you can add a second bone chain to the arm (four bones) then apply a constraint to copy the rotation of the shoulder bone and then a damped track to the first, IK chain bone target onto it. In this very order. This way, you'll have a chain that follows the IK chain, but has the same up of the shoulder bone. Let's call this the "shoulder chain".

Then, add a third chain, and on each bone, add a constraint copying the rotation of the hand bone (the one that acts as a target for the IK chain), then the same damped track constraint to the IK chain bones' targets. This way, you'll have a chain that follows the IK controls, but each individual bone up direction follows the hand. Let's call this the "hand chain".

Then, the fourth, deforming chain: each bone will have two copy rotation constraints, each pointing to the correspondent bone of the shoulder chain and hand chain. But the later constraint will have proportionally less influence over the bone as you go down on the chain. As I have a four-bones long chain, I put it's influence in 0.125, 0.375, 0.625 and 0.875.

This way I have a chain that both follows the IK control and I can control it's twist along the chain using the shoulder roll and the hand roll as well.